Yes, I got new GL renderer performing much better on my system.
In average, I get 133-135 fps with new renderer and 75-85 with 1.10_pre3.
Regarding 2D - i would like to stick with JPCT's blitting unless you recomend to do otherwise.
BTW, I need your thoughts regarding blitting text.
After doing some UI benchmarks it appears that in general the UI works just fine except for text rendering - it is rather slow.
For example, the UI with 5 semi-transparent windows with a dozen of buttons
displays at 250-260 FPS.
If i add10 lines of text, 30-symbols per line, fps drops to 160. With 20 lines of text, FPS drops to 85-90.
I assume that the reason of poor performance is my current text blitting implementation. I load the whole alphabet as a single texture and blit chars as regions of this texture, every char is blitted separatelly as a single polygon.
What are your suggestions on improving text blitting ?
I had ideas of creating a texture effect that would change UI component's texture when UI component's text changes - do you think is it worth trying ?
Let's say if the texture is 256x256 and text changes every 1-2 sec - will generating/uploading a texture be faster than blitting text as separate chars ?